Tilo of Braganza

Eskilline Mendric the IV's page

111 posts. Alias of Great Green God.


Full Name

Eskilline Mendric the IV

Race

Human (Taldan)

Classes/Levels

sorcerer (imperious) 1 | hp 7 (1 nonlethal) | AC 11 T 11 FF 10 | CMD 12 | F +1 R +1 W +2 | Spd 30' | Init +4 | KnLoc +5*, KnNob +7*, Perc +0 | Derring-do 1/4 | Inspired 1/1 | Worldly 1/1 |

Gender

Male

Size

Medium

Age

17

Special Abilities

bloodline (imperious), derring-do, student of humanity

Alignment

NG

Deity

Abadar

Languages

Common, Halfling

Occupation

Affluent scion

Strength 12
Dexterity 12
Constitution 13
Intelligence 13
Wisdom 10
Charisma 18

About Eskilline Mendric the IV

Eskilline Mendric the IV (Skull and Shackles)
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Race human (Taldan)
Gender male
Age 17
Class landed nobility
Class/Level sorcerer (imperious bloodline) 1
Init +4; Senses Perception +0, Survival +0 (+2 to avoid becoming lost with compass)
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BUFFS AND CONSUMABLES
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cheese, bottle of fine wine from the family vineyard
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DEFENSE
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AC 11, touch 11, flat-footed 10 (+1 Dex)
hp 7 (1d6+1)
Fort +1, Ref +1, Will +2
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OFFENSE
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Speed 30 ft.
Melee dagger +1 (1d4+1/19-20) or
______ unarmed strike +1 (1d3+1 nonlethal)
Ranged dagger +1 (1d4+1/19-20) or
______ ray of frost ranged touch +1 (1d3 cold)

Sorcerer Spells Known (CL 1st; concentration +5)
__ 1st (4/day)mage armor, sleep (DC 15)
__ 0 (at will)ghost sound (DC 14), mage hand, ray of frost, read magic, resistance
Bloodline Imperious
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STATISTICS
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Str 12, Dex 12, Con 13, Int 13, Wis 10, Cha 18
Base Atk +0; CMB +1; CMD +2
Feats Amateur Swashbuckler (Derring-Do), Eschew Materials, Noble Scion Of War ISWG
Traits Barroom Talespinner, Inspired, Worldly
Drawback Vain
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SKILLS
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Skills Bluff +8, Diplomacy +9 (+13 when used to learn, study, or gather information about humans), Knowledge (local) +5 (+9 when used to learn, study, or gather information about humans), Knowledge (nobility) +7 (+11 when used to learn, study, or gather information about humans), Perform (oratory) +9, Perform (strings) +4, Survival +0 (compass: +2 to avoid becoming lost), Use Magic Device +8
Background Skills Knowledge (nobility), Perform (oratory)
Languages Common, Halfling
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SPECIAL QUALITIES see SQ below.
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SQ bloodline (imperious, student of humanity), derring-do
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EQUIPMENT AND GOLD
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Load 16/150 lbs
Gear dagger, compass APG, cheese, courtier's outfit, masterwork backpack APG, scroll case, signet ring, scented soap, bottle of fine wine from the family vineyard*, 11 gp, 8 sp, 7 cp
Current Total Wealth 120 gp
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APPEARANCE
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Height a poised 5' 10"
Weight a trim, athletic 168 lbs
Eye Color deep blue
Hair Color golden blonde
Region of Origin Taldor
Deity Abadar
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MISCELLANEA
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Motivation idleness
Favourite Color blue
Favorite Meal light afternoon luncheon served out of doors, on a blanket, under a tree, with some pretty ingénue. All the sandwiches should be cut into triangles with their crusts shorn off. There should be music (see below).
What's he currently listening to on ye old iTunes (I guess that would be a Zune, right?) this
Text Used Thus Far Pathfinder Core Rules, Advanced Class Guide, Advanced Player's Guide, Advance Race Guide, Inner Sea World Guide, Skull and Shackles Player's Guide, Ultimate Campaign, whew.

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Tracked Resources
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Inspired (1/day) - 1/1
Panache Pool (4/day) - 1/4
Worldly (1/day) - 1/1
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Special Abilities
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Amateur Swashbuckler Although you are not a swashbuckler, you have and can use panache. An amateur swashbuckler spends panache to accomplish deeds (see below), and regains panache in the following ways.

Critical Hit with a Light or One-Handed Piercing Melee Weapon: Each time the swashbuckler confirms a critical hit with a light or one-handed piercing melee weapon, she regains 1 panache point. Confirming a critical hit on a helpless or unaware creature or a creature that has fewer Hit Dice than half the swashbuckler's character level doesn't restore panache.

Killing Blow with a Light or One-Handed Piercing Melee Weapon: When the swashbuckler reduces a creature to 0 or fewer hit points with a light or one-handed piercing melee weapon attack while in combat, she regains 1 panache point. Destroying an unattended object, reducing a helpless or unaware creature to 0 or fewer hit points, or reducing a creature that has fewer Hit Dice than half the swashbuckler's character level to 0 or fewer hit points doesn't restore any panache.

Barroom Talespinner You grew up listening to tales of adventure and piracy on the high seas and the sea chanteys of old salts in dockside dives. You learned all about what it's like to be a pirate by talking with the sailors on shore leave, and learned how to tell a tale (or perform some other pirate entertainment) yourself.

You went to a tavern to earn a few coins with your tales of the sea. The patrons seemed pleased with your performance and bought you a few drinks. You had just remembered a tale of an unfortunate sailor who found himself press-ganged on a pirate ship after his drink was drugged when suddenly everything went black.

You gain a +1 trait bonus on Diplomacy checks and one category of Perform checks, and one of these skills is a class skill for you. In addition, once per week you can make a DC 15 Knowledge (local) or Intelligence check to see if you know a popular legendary pirate tale, the telling of which grants you a +1 trait bonus on checks made to influence NPCs on the ship.

Deed: Derring-Do (Ex) Spend 1 panache to add 1d6 when making Escape Artist, Fly, Ride, or Swim check.

Eschew Materials Cast spells without materials, if component cost is 1 gp or less.

Imperious Add spell level to intimidate creatures adversely affected by your spells.

Inspired A positive force, philosophy, or divine presence fills you with hope, and is a guiding force of inspiration. Once per day as a free action, roll twice and take the better result on a skill check or ability check.

Student of Humanity +4 (Ex) Bonus to learn, study, or gather information about humans.

Vain You are sensitive about the way others perceive you. Whenever you fail an opposed Charisma-based check, you take a –2 penalty on all Charisma-based checks for the next 24 hours.

Worldly You have acquired an unusual breadth of life experience—more than others of your age, race, or culture. Once per day when attempting a skill check for a skill you're untrained in, you can roll twice and take the better result.

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